It’s over… you’ve survived, but at terrible cost. And yet, in the wreckage, a new future begins. This is the end of Wizardquest.
The final battle comes to it’s close. Who is left standing? And how will the fallout shape the world?
After escaping from the villagers with Franklin in tow, you make toward the Queen’s flowerbed- and the end of your journey.
The barrier around the Cradle has been penetrated. The path before you is open, but it had a cost. The Queen also knows you’re here, forcing you to a nearby town, where you make an unsettling discovery…
It’s time to set out. Two teams are headed to hotspots, one to the Cradle to combat the Alarune Queen and the other to Loveura, to protect Deleor. It’s time to battle for the country!
Everything comes together. All three heroes and their parties, battered and tired as they are, converge upon Sanctifrond with their hard won prizes. Now is time to summon the Gods, and begin the end of this tragedy.
You finally enter the observatory, finding it to be a repository of knowledge from before the Great Transformation. But this ancient place is not as abandoned as it looks. Can you navigate the guardians and finish your quest?
Things have come to a head. Baha’s infested have begun assaulting the city, forcing your hand. But even in his current state, the man is cunning, and brutal. When forced to make a terrible choice, can you do it?
You’ve made it to Filliothia and your path seems to clear to the Sea Queen. Only trouble is, your way in happens to have made her angry. With Baha on the metaphorical couch, you have some time to kill the the underwater city, though it seems your vacation will be short lived, as always.
Vesta, the spirit of the mountain, has come down upon you. With her sleep disturbed and her rage stoked, she seeks to cook all of you alive rather than suffer you to live. With the Heart of the Crags so close at hand, you’ll have to deal with her- one way or another.